graystone wrote:
Understood. I honestly wasn't sure where to post originally so yeah that will help clear a few things up for me. Thank you.
graystone wrote: If you REALLY need one, assume that those without claws where forced to compensate by becoming more skilled to compete with those that have an easier time with raw combat strength. I think though that you are looking for something that isn't there. There is nothing innate to having claws that increases your Perception, Stealth and Survival. Where you are looking and seeing 'hunter' skills, I'm seeing 'scout' skills that aren't linked with someone's combat skills. This is more of what I was looking for and this does make a greater deal of sense. I hate trade-offs that don't appear to have validation, but your last sentence helps me in that regard. Usually others say the same as you where I see "things" that are not there, basically I what it is is me trying to fill a void due to a lack of connecting information. This is why I posted here in the first place to get a more official or otherwise better information to fill this gap.
Hmm...perhaps. Then again that reasoning from the stand point of their feral cousins doesn't hold weight. Sure Catfolk can be more human-like in their hunting ways and use ambushes and traps, but I would believe the more feral-like Catfolk are more likely to be the hunters in their tribes. I wish I could say something positive here on what you said, sadly I just get more puzzled the more I dwell on it. I do however appreciate the response. There is a good chance that is probably how it was decided (without looking at the balancing part).
Ok so I am trying to understand why the choice was made (besides sounding like a numbers trade off) to replace Natural Hunter when choosing Cat Claws? I can kinda see from the benefit trade-up as getting the claws can save you a feat for certain builds that can use improved unarmed strike attacks as well as natural attacks in the same manner, but from my point of view it would be believed that those claws shouldn't affect Natural Hunter in any way (if anything probably help). How would this be logically validated?
For those who are using Herolab with the Pathfinder Gaming System. I am offering a link to my HL file which all listed content is in it.
Keep in mind none of this content will show up unless DMM Additions is checked enabled on the Sources Menu. Here is a list:
Classes:
Custom/Alternate Racial Traits
Custom Class Ability
Templates
Gear
Item Powers
Races:
Classes:
Archetypes
Traits
Spell Weapon
Dragon Rider Class: Mounts added:
Gems types added: (They also have counterparts for the Half-Gem race.)[Gems are Gen 1 unless specified]
If any questions or revisions are requested I will attempted to address them here or via PM.
Chess Pwn wrote:
Ok thanks for the timely reply!
Ok so lost my post so if it didn't get posted here this is me redoing it. My DM and I are confused about how to understand this situation: I made an Alchemist with the Construct Rider and the Internal Alchemist archetypes and with them they remove the feats Throw anything and brew potion. Now since alot of the wording in the class refers to many things either being brewed, drinkable, or being referenced as a potion either directly or indirectly; Does that mean losing the Brew Potion feat will effectively shut down Extracts and Mutagens? Does losing throw anything remove the damage bonus to bombs? Although other players and I see it as Extracts, Mutagens, and Bombs are class features and are not affected in such ways the DM is concerned and believes they may be. Clarification on this matter would be most excellent. Thank you for taking the time to read this. |